/Engine/Source/Runtime/Engine/Public/MaterialShaderType.h
static void BeginCompileShaderPipeline ( EShaderCompileJobPriority Priority, uint32 ShaderMapJobId, EShaderPlatform Platform, EShaderPermutationFlags PermutationFlags, const [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId, [FSharedShaderCompilerEnvironment](API\Runtime\RenderCore\FSharedShaderCompilerEnvironment) * MaterialEnvironment, const [FShaderPipelineType](API\Runtime\RenderCore\FShaderPipelineType) * ShaderPipeline, [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) >> & NewJobs, const [FString](API\Runtime\Core\Containers\FString) & DebugGroupName, const TCHAR * DebugDescription, const TCHAR * DebugExtension )